Powers

How Champions builds any power from a base power, Advantages and Limitations, priced in Active Points and Real Points.

The Power Construction Philosophy

Imagine you're a master chef with an unlimited pantry. You have basic ingredients (the base powers), seasonings and spices (advantages), and cooking techniques (limitations). With these tools, you can create anything from a simple sandwich to a five-star gourmet meal. The Champions power system works the same way - it gives you the ingredients and techniques to build any superpower ever conceived.

Unlike systems that give you a list of pre-made powers to choose from, Champions treats powers like building blocks. Want Superman's heat vision? Build it. Want something completely original like the ability to turn sound into solid matter? Build it. Want Magneto's magnetic control but only over gold? Build it with limitations. The system is infinitely flexible because it's based on universal principles.

The Universal Power Framework

Every power in Champions, no matter how exotic, is built from the same components. Think of it like a universal language that can express any concept:

graph TD A[Power Concept] --> B[Base Power] B --> C[Add Advantages] C --> D[Apply Limitations] D --> E[Calculate Final Cost] E --> F[Add Special Effects] F --> G[Complete Power] B --> H[Attack Powers] B --> I[Defense Powers] B --> J[Movement Powers] B --> K[Mental Powers] B --> L[Sensory Powers] B --> M[Body Powers] style A fill:#ff9999 style B fill:#99ccff style C fill:#99ff99 style D fill:#ffff99 style E fill:#ff99ff style F fill:#99ffcc style G fill:#cccccc

Base Powers: The Foundation

Base powers are like the fundamental forces of physics - everything else builds from these core concepts. Let's explore the major categories:

🎯 Attack Powers

Core Concept: Powers that damage or affect targets

Blast

What it does: Ranged attack doing Normal damage (called Energy Blast in older editions)

Examples: Laser beams, fire blasts, force bolts, lightning

Cost: 5 points per d6 of damage

Comic Example: Cyclops' optic blasts, Iron Man's repulsors

Killing Attack

What it does: Lethal damage (bullets, blades, claws)

Examples: Energy swords, razor claws, death rays

Cost: 15 points per d6 of killing damage

Comic Example: Wolverine's claws, Deadshot's bullets

Hand-to-Hand Attack

What it does: Adds damage to punches and kicks

Examples: Super strength, martial arts techniques

Cost: 5 points per d6 before its built-in Hand-to-Hand Limitation; the dice add to your STR damage

Comic Example: Luke Cage's strength, Iron Fist's chi

🛡️ Defense Powers

Core Concept: Powers that protect you from harm

Damage Resistance

What it does: Makes PD and ED you already have Resistant, so they stop Killing damage

Examples: Tough skin, dense bones, natural armor

Cost: Cheap per point, because it adds no new defense

Comic Example: Superman's invulnerability, Iron Man's armor

Damage Reduction

What it does: Reduces damage by a percentage (25%, 50% or 75%)

Examples: Partial phasing, probability manipulation

Cost: Rises steeply with the percentage, and more against Killing damage

Comic Example: Kitty Pryde's phasing, Domino's luck

Resistant Protection

What it does: Adds new Resistant PD and ED on top of what you have (the old Force Field and Armor powers)

Examples: Energy shields, powered armor, force fields

Cost: 3 points per 2 points of defense (10 PD/10 ED = 30 points)

Comic Example: Invisible Woman's fields, Green Lantern's constructs

💨 Movement Powers

Core Concept: Powers that change how you move through space

Flight

What it does: Move through the air in any direction

Examples: Wings, anti-gravity, magnetic levitation

Cost: 1 point per metre (20m of Flight = 20 points)

Comic Example: Superman's flight, Storm's wind riding

Teleportation

What it does: Instantly move from place to place

Examples: Dimensional rifts, molecular dispersal

Cost: Priced per metre of distance, like the other movement powers

Comic Example: Nightcrawler's bamfing, Doctor Strange's portals

Super Speed

What it does: Move incredibly fast on foot (extra Running, often with a higher SPD)

Examples: Enhanced metabolism, time dilation

Cost: Everyone starts with 12m of Running; you buy extra metres on top

Comic Example: The Flash's speed force, Quicksilver's velocity

🧠 Mental Powers

Core Concept: Powers that affect minds and thoughts

Mind Control

What it does: Control another person's actions

Examples: Telepathic domination, hypnotic gaze

Cost: Priced per d6 of effect, like Telepathy

Comic Example: Professor X's telepathy, Purple Man's pheromones

Telepathy

What it does: Read thoughts and communicate mentally

Examples: Psychic contact, emotional sensing

Cost: 5 points per d6 of effect

Comic Example: Jean Grey's mind reading, Mantis' empathy

Mental Defense

What it does: Protect against mental attacks

Examples: Mental shields, disciplined mind

Cost: Bought point by point, like any other defense

Comic Example: Magneto's helmet, trained resistance

Advantages: Enhancing Your Powers

Advantages are like turbocharging your car's engine or adding premium features. They make your powers more effective, but they also increase the cost. Think of advantages as answering "How can I make this power even better?"

Common Advantages and Their Effects

Area of Effect (varies)

What it does: Affects everyone in an area

Example: Fireball that explodes, ice blast that freezes everyone nearby

Cost Multiplier: Depends on the shape and size of the area; bigger areas cost more

Hero Example: Human Torch's nova blast affecting everything around him

Armor Piercing (+¼)

What it does: The target's defenses count as half against this attack

Example: Laser that cuts through steel, a blade that slips between armor plates

Cost Multiplier: ×1.25

Hero Example: Psylocke's psychic knife, Cyclops' focused beams

Autofire (varies)

What it does: Can hit multiple times with one attack

Example: Machine gun effect, rapid-fire energy bolts

Cost Multiplier: Depends on how many shots you fire per attack

Hero Example: War Machine's gatling guns, Multiple Man's duplicate attacks

Penetrating (+½)

What it does: Some damage always gets through, even if the target's defenses are higher than the roll

Example: Attacks that always hurt, even against heavily armored targets

Cost Multiplier: ×1.5

Hero Example: Wolverine's claws always cutting through

Invisible Power Effects (varies)

What it does: Power effects can't be perceived

Example: Invisible force bolts, undetectable telepathy

Cost Multiplier: Depends on how many senses it fools

Hero Example: Invisible Woman's invisible force blasts

Double Knockback (varies)

What it does: Sends targets flying much farther (Blasts and punches already do Knockback)

Example: Concussive blasts, super punches with impact

Cost Multiplier: See Champions Complete for the exact value

Hero Example: Cannonball's blast effect, Thor's hammer strikes

Stacking Advantages: Add, Then Multiply

Here's where Champions gets mathematically elegant. Multiple Advantages add together first, and the total multiplies the base cost: Active Points = (base cost) × (1 + total Advantages). The power also costs 1 END per 10 Active Points each time you use it.

Example: Building Thor's Lightning

Base Power: Blast 12d6 (12 × 5 = 60 points)

Add Advantages:

  • Armor Piercing (+¼) - lightning arcs through armor
  • Penetrating (+½) - nobody shrugs off a thunderbolt completely

Total Advantages: +¼ + +½ = +¾, so the multiplier is ×(1 + 0.75) = ×1.75

Active Points: 60 × 1.75 = 105 Active Points

END: 105 ÷ 10 = 10.5, rounded in the character's favor = 10 END per use

Limitations: The Discount System

Limitations are like buying a sports car that only runs on premium fuel or a smartphone that only works with one carrier. They give you discounts on powerful abilities by adding realistic restrictions. Smart use of limitations lets you build more powerful characters within your point budget.

The Philosophy of Limitations

Good limitations should enhance your character's story, not just provide cheap points. They answer questions like:

  • "What makes this power interesting rather than just powerful?"
  • "What challenges does having this ability create?"
  • "How does this limitation reflect my character's personality or origin?"

Common Limitations and Their Applications

Only in Heroic Identity (-¼)

Restriction: Can only use power when in costume/hero mode

Story Impact: Forces dramatic moments about revealing identity

Cost Reduction: ÷1.25 (20% discount)

Example: Captain Marvel can only access powers as Shazam, not Billy Batson

Requires a Roll (-½)

Restriction: Must make a Skill Roll to activate power

Story Impact: Creates tension - will the power work when needed?

Cost Reduction: ÷1.5 (33% discount)

Example: Doctor Strange must succeed at Sorcery rolls to cast spells

Gestures (-¼)

Restriction: Must be able to move hands to use power

Story Impact: Vulnerable when restrained or injured

Cost Reduction: ÷1.25 (20% discount)

Example: Doctor Strange's hand gestures for spells

Incantations (-¼)

Restriction: Must be able to speak to use power

Story Impact: Useless when gagged or in vacuum

Cost Reduction: ÷1.25 (20% discount)

Example: Zatanna's backwards magic words

Limited Power (varies)

Restriction: Power only works against specific things or in specific situations

Story Impact: Highly effective in niche, useless otherwise

Cost Reduction: The rarer the power works, the bigger the Limitation

Example: Magneto's powers only affect metal

Charges (varies)

Restriction: Limited number of uses (but no END cost)

Story Impact: Must conserve power for crucial moments

Cost Reduction: Fewer Charges means a bigger Limitation

Example: Green Lantern's ring running out of power

Limitation Mathematics

Unlike advantages that multiply costs upward, limitations divide costs downward. Multiple limitations add together before dividing: Real Points = Active Points ÷ (1 + total Limitations). Limitations never lower the Active Points, so they don't reduce the END cost either.

Example: Building Cyclops' Optic Blast

Base Power: Blast 12d6 (12 × 5 = 60 points)

Advantages: Armor Piercing (+¼): 60 × 1.25 = 75 Active Points (75 ÷ 10 = 7.5, so 7 END per use)

Limitations:

  • Obvious Inaccessible Focus (-½) - the ruby-quartz visor everyone can see
  • Gestures (-¼) - he has to touch the visor's trigger to fire

Total Limitations: -½ + -¼ = -¾

Final Cost: 75 ÷ (1 + 0.75) = 42.86, rounded to 43 Real Points

Power Construction Workshop

Let's build some iconic superpowers from scratch to see how the system works in practice. Each example shows the thought process from concept to finished power:

Building Spider-Man's Web-Swinging

Step 1: Identify the Core Effect

Spider-Man shoots webs to swing through the city. This is primarily a movement power.

Step 2: Choose Base Power

Swinging: This is like limited flight - he can move through the air but needs something to swing from. (Champions Complete also has a dedicated Swinging power; we use Flight here because its cost is simple.)

Base: Flight 20m at 1 point per metre = 20 points (20 Active Points, 2 END per use)

Step 3: Add Advantages

None needed - basic web-swinging doesn't need enhancement

Step 4: Apply Limitations

  • Inobvious Accessible Focus (-½): The web-shooters hide under his sleeves, but a villain can pull them off
  • Gestures (-¼): He has to aim and press the triggers with his fingers

Total Limitations: -½ + -¼ = -¾

Needing buildings to swing from is a further Limitation your GM can price (see Limited Power above).

Step 5: Calculate Final Cost

20 ÷ (1 + 0.75) = 11.43, rounded to 11 Real Points

We've built realistic web-swinging that's effective but has clear limitations!

Building Jean Grey's Telekinetic Bolt

Step 1: Identify the Core Effect

A hammer of telekinetic force that slams into a target from range

Step 2: Choose Base Power

Blast: 10d6 at 5 points per d6 = 50 points (special effect: telekinetic force)

Step 3: Add Advantages

  • Penetrating (+½): Raw mental force always gets some damage through

Active Points: 50 × (1 + 0.5) = 75 Active Points

END: 75 ÷ 10 = 7.5, rounded in her favor = 7 END per use

Step 4: Apply Limitations

  • Requires a Roll (-½): She must make a Skill Roll to focus her mind under pressure
  • Gestures (-¼): The classic hand to the temple

Total Limitations: -½ + -¼ = -¾

Step 5: Calculate Final Cost

75 ÷ (1 + 0.75) = 42.86, rounded to 43 Real Points

Hard-hitting but unreliable under stress - perfect for a telekinetic on the edge!

Special Effects: The Story Layer

Special effects are the narrative wrapper around your mechanical powers. They don't change the game mechanics, but they define how the power looks, feels, and fits into your character's story. Think of special effects as the difference between "Blast 10d6" and "Cyclops shoots devastating ruby-red beams from his eyes that can cut through steel."

The Same Power, Different Stories

Blast 8d6 with Five Different Special Effects

🔥 Fire Blast

Description: Shoots gouts of flame from hands

Visuals: Orange-red flames, heat distortion, smoke

Sound: Roaring whoosh, crackling

Aftermath: Scorch marks, lingering heat

❄️ Ice Beam

Description: Crystalline beam of absolute cold

Visuals: Blue-white crystal beam, frost forming

Sound: Sharp crackling, tinkling ice

Aftermath: Ice patches, frozen surfaces

⚡ Lightning Bolt

Description: Electrical discharge from fingertips

Visuals: Jagged blue-white energy, sparks

Sound: Thunder crack, electrical buzzing

Aftermath: Ozone smell, electrical burns

🌟 Force Bolt

Description: Pure kinetic energy projectile

Visuals: Shimmering distortion in air

Sound: Deep thrum, impact boom

Aftermath: Dented surfaces, no other trace

🧠 Psychic Lance

Description: Mental energy made manifest

Visuals: Faint purple-pink glow

Sound: High-pitched whine, psychic feedback

Aftermath: Temporal disorientation in target

Guidelines for Great Special Effects

🎨 Be Vivid and Specific

Instead of "energy blast," describe "crackling bolts of amber lightning that smell like ozone and leave spiral burn patterns."

🔗 Connect to Character

A firefighter's flame powers might smell like wood smoke, while a chef's fire might smell like cooking spices.

⚖️ Maintain Game Balance

Special effects are cosmetic - they don't provide mechanical advantages without paying points.

🎭 Create Signature Style

Your effects should be unique enough that other characters could recognize your power's "signature."

Try It at the Table

Challenge: Power Deconstruction

Take these famous superhero abilities and break them down into Champions components:

Wonder Woman's Lasso of Truth

Effects: Forces people to tell the truth, unbreakable, can extend to great lengths

Your Task: What base power(s)? What advantages? What limitations?

Green Lantern's Power Ring

Effects: Creates solid constructs from willpower, flight, force fields, must be recharged daily

Your Task: How would you build this as multiple related powers?

The Flash's Speed Force

Effects: Super speed, vibrate through walls, time travel, speed-sharing with others

Your Task: What's the base power? How do you handle the secondary effects?

Challenge: Original Power Creation

Design three completely original powers using this framework:

Power Concept: "Emotion Manipulation"

Base Idea: Character can create, amplify, or suppress emotions in others

Your Challenge:

  • What base power represents this?
  • What advantages make it more versatile?
  • What limitations keep it balanced?
  • What special effects make it unique?

Power Concept: "Gravity Painting"

Base Idea: Character can paint areas where gravity works differently

Your Challenge: Build this as both utility and combat power

Power Concept: "Memory Crystals"

Base Idea: Character can store memories in crystal formations

Your Challenge: How does this work as information gathering and sharing?

Challenge: Power Balancing Workshop

You have 60 points to spend on a single power. Design three different versions:

Version A: The Specialist

One very powerful, focused ability with significant limitations

Version B: The Generalist

Moderate power with several useful advantages

Version C: The Utility Player

Lower power level but extremely versatile applications

Base Power: Telekinesis (choose your own strength level)

Goal: See how different advantage/limitation combinations create different play styles

Where to Go Next

Now that you understand how to build any power imaginable, it's time to learn how those powers work in action! Combat covers:

Get ready to bring your carefully crafted heroes into dynamic action scenes worthy of the comic book page!